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Rumi
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Rumi
We're going on an adventure... Are you ready?
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A free tier for those who just want to follow my page! You can view and interact with any of my free public posts~

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The gates of the city stand before you. Do you enter?

💖 Thank you so much for supporting me and my work. It means the world!

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Adventurer

A world ripe for the taking. Adventure awaits!

💖 Your support means so much to me and keeps me motivated to keep creating. Thank you!

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💖 I’m deeply grateful for your kindness and encouragement. Your backing truly makes a difference in my work. Thank you!

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  • Your name (or pseudonym) will be immortalized in the games credits.

Please be sure to set a name for your SubscribeStar account, as I cannot list you in the credits without knowing what to call you~ If you do not want to be listed, or would prefer to be listed under a different name, message me!

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💖 Thank you from the bottom of my heart for believing in what I do. Your support helps turn my passion into reality.

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Rumi
About Project Arkavite
Project Arkavite is a H-RPG game about experiencing the adventure of a lifetime. Our tale begins in a land rich with fantasy and sprinklings of dungeon-punk. This is a world of magical guns, swords and sorcery -- sporting lecherous lewds and magnificent mysteries!
Broadly speaking, I’m designing an open world in which you can go around adventuring, surviving and exploring endlessly. Something with many JRPG fantasy traits, but doesn’t strictly lock you down the path of a linear story. While the game will have a core narrative, there will be plenty of other aspects focusing on exploration, combat, survival, romance, "romance~", and customization.
 ◉ Customization - The player character is provided with numerous slots for apparel, but customization doesn't end there! Magical potions, curses, and esoterically induced transformations will present an added layer of customization, allowing you to alter your body in lewd and perverse ways.
 ◉ Romance -  In Arkavite you will find traditional romancing akin to what you'd see in otome gamu, and that other kind of "romancing~" you may find in eroge. Let your mind run wild! We have a main cast in mind. Pretty bois and some lovely ladies. Capture targets are key!
 ◉ Survival - Food, drink and rest will be present in this game. When the going gets tough and supplies start dwindling, you may find yourself forced to dine on things you probably shouldn't be eating. Crafting, and construction are also a given. In later stages of development we will tackle weather systems and environmental hazards, both standard and magical.
 ◉ Exploration - We’re aiming for an open and somewhat organic world. From cities and villages to castles and ruins, a large portion of the world will be hand-crafted. To make the world feel truly larger than life, portions of the world will be procedurally generated. Devious dungeons and wilderness that'd swallow you whole. Our goal is to create an unpredictable, yet enjoyable experience in this endless world of Arkavite.

 
Why Support Arkavite?
Developing games and experiences is my passion. If you've arrived at this page, genuinely like what I do, and want to see it go further, your support would mean the world to me, and go a great way in helping secure the future of this project!
I’d like to offer more if possible, so if there’s anything you want to be seeing from me on top of what I do now, do let me know!

Feel free to stop by our Discord Server~
Check out the Arkavite Website for Dev Logs, the Roadmap and my other creations~

Displaying posts with tag Arkavite.Reset Filter
Rumi
Public post
About Project Arkavite
Project Arkavite is a H-RPG game about experiencing the adventure of a lifetime. Our tale begins in a land rich with fantasy and sprinklings of dungeon-punk. This is a world of magical guns, swords and sorcery -- sporting lecherous lewds and magnificent mysteries!
Broadly speaking, I’m designing an open world in which you can go around adventuring, surviving and exploring endlessly. Something with many JRPG fantasy traits, but doesn’t strictly lock you down the path of a linear story. While the game will have a core narrative, there will be plenty of other aspects focusing on exploration, combat, survival, romance, "romance~", and customization.
 ◉ Customization - The player character is provided with numerous slots for apparel, but customization doesn't end there! Magical potions, curses, and esoterically induced transformations will present an added layer of customization, allowing you to alter your body in lewd and perverse ways.
 ◉ Romance -  In Arkavite you will find traditional romancing akin to what you'd see in otome gamu, and that other kind of "romancing~" you may find in eroge. Let your mind run wild! We have a main cast in mind. Pretty bois and some lovely ladies. Capture targets are key!
 ◉ Survival - Food, drink and rest will be present in this game. When the going gets tough and supplies start dwindling, you may find yourself forced to dine on things you probably shouldn't be eating. Crafting, and construction are also a given. In later stages of development we will tackle weather systems and environmental hazards, both standard and magical.
 ◉ Exploration - We’re aiming for an open and somewhat organic world. From cities and villages to castles and ruins, a large portion of the world will be hand-crafted. To make the world feel truly larger than life, portions of the world will be procedurally generated. Devious dungeons and wilderness that'd swallow you whole. Our goal is to create an unpredictable, yet enjoyable experience in this endless world of Arkavite.

 
Why Support Arkavite?
Developing games and experiences is my passion. If you've arrived at this page, genuinely like what I do, and want to see it go further, your support would mean the world to me, and go a great way in helping secure the future of this project!
I’d like to offer more if possible, so if there’s anything you want to be seeing from me on top of what I do now, do let me know!

Feel free to stop by our Discord Server~
Check out the Arkavite Website for Dev Logs, the Roadmap and my other creations~
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Rumi
Public post

Download Arkavite [0.21.0-A]

A new build, fresh from the oven! If you would like to check out the development log associated with this update, you can find it here.

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Rumi
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Arkavite [0.21.0-A] - The Village, Objectives, Swift Knights & Seggz


Hi everyone. A new update is here.

This past month I’ve committed some time to developing a new area. If you’ve played the last update, you will know there’s a certain village you came from. Construction of said village is underway.
Hanveil Village - Early Block Out
While I’ve gotten a good feel for the scale and layout of this village, please note nothing at this stage is final. This village is intended to be one of the key locations that will show up in the eventual story mode, but until then, my plans are for it to become the central sandbox hub location and point from which I can test proc-gen wilderness, NPC scheduling and navigation, different types of dungeons, construction, etc.
It is a well-fortified village bordering the wilds with open farmland, rolling hills, shops, taverns, guilds, and many nooks and crannies to hide secrets. The whole thing sits comfortably within a square kilometer. Once the map itself has been sufficiently built up, I will link a gate so you'll be able to explore it.
 

Contemplating Construction

As part of village construction, I have been amassing a collection of prefabs, and I figure now would be a good time to mention a couple of my ideas regarding player base construction. I think we have two options to consider.

Method 1 involves placing exterior facades, creating an interior space that resembles a self-contained world, similar to the interior environments found in Skyrim or Stardew. These buildings can be a lot bigger on the inside, and you can decorate them however you wish. This method would quite easily let you have magic houses and tents you could pick up and relocate.

On the other hand, method 2 would be your standard modular building system. Build and place walls, doors, roofs, etc. Thereafter, you can proceed with interior design the same way you would in method 1.

Method 1 is certainly the more performance-friendly option on its face and does not place as much emphasis on exterior design, but it is not as seamless, and having a façade forced upon you may be considered restrictive by more confident builders.

From the feedback I’ve gathered so far, it sounds like method 2 is the more popular approach and is what I’ll be pursuing primarily unless I hear more from you. I still think it would be cool to have method 1 later down the road even if it’s in some limited capacity and reserved for special items. Think of a “house in a box" or magic tents that are bigger on the inside. I am also considering the feasibility of magical artifacts or magic that lets you pick up your whole house to relocate it. Put it in a snow globe or marble, and plop it down somewhere else later. All things to consider once the base framework is up and running.

Plots For Players

The village map will contain a few plots intended for purchase and building. I may experiment with prebuilt furnished/unfurnished dwellings as well, so those not interested in base building still have options. It would also be a good demonstration of the tools to show what could be built.

Quest Objective Notifications

We now have a quest notification panel, which will notify you when an objective is completed or its completion status regresses. I’ve also tweaked some of the objective logic to correct an issue where completed objectives would repeatedly attempt to advance after already having advanced.

Additionally, repeatable quests will no longer remain in the player log post-completion. There was a suggestion to have repeatable quests remain logged, but display a counter for how many times you have completed it. It's a great suggestion and I'll be taking it on board for a later update.

New Recipes

I’ve added several potion crafting recipes based on the transformative properties of our current set of raw ingredients. You might also notice the appearance of both the cooking and crafting stations has been updated. The crafting station now resembles a hammer and anvil. It’s a little more compact and is more distinct than a regular table with a cloth draped over it. The crafting station has also gained a few recipes. You may now break down arka crystals for use in potion production.

 

Sex n’ Preg Developments

Pregnancy morphs have now been added to all existing apparel sets. As everything is now in place, this week I will be implementing the sex / impregnation systems and flow for triggering scenes upon defeat.

Plans have evolved since I started on this. Initially it was planned that by default scenes would be completely text-based, like much of the item effects. It’s not unheard of for RPGs to go down that route, but many have noted that some visuals would go a long way.   As I like the freedom text gives (and the fact it’s easily scalable and manageable for a one-man crew), the compromise I’ll soon be testing involves the use of animation windows, so as you navigate through a given scene, you can have a focused window on the side showing body parts slapping together. The animations can be reused across scenes and in some cases are entirely modular. Some text and some visual illustration to go with it. I’ve seen the same method used in a number of H-RPGs, and it works well. We’ll have to see how good my execution is.
The other alternative I considered was VN-style CGs to accompany the scene text, but we don’t have the resources to pull off something like that right now. There are solo cases where I do think ero-animation will work. Multi-actor scenes are really the main source of most headaches.
 

Apparel Updates

I’ve updated and added back the eyewear items, which have been missing since the body update. These items used a different attachment method than standard apparel, which is why they were skipped, but they’re back now.
"I see." - Double Eyepatch Enjoyers


We also have a new knight armor set. The new armor set is “The Swift Knight's” armor set. It is a skimpy, trimmed-down variant of the first set. Once we have equipment buffs in, this set will serve as a higher-grade variant of the original that's lighter weight and has a lower movement penalty while not compromising on protection.
Swift Knight's Set - It has a neat little cape. This set also comes with its own helmet.
Implementation of this set involved some modification of the equipment system to support skin-tight clothing. Equips can now draw textures directly onto the player skin. This was used to create the leotard, thigh highs, and upper-arm sleeves of the set. This will allow bodysuits and other skin-tight clothing elements to be created quite easily. It should also make creating underwear sets a lot easier, as the common issue with those is that they need to hug the player body tightly, which complicates masking of sub-layers and creation of body morphs.

Furthermore, I’ve made a slight change to the layering and masking procedure. Equipment that is masked (hidden) will no longer be considered when building the masking rules. i.e., a higher layer item (e.g., skimpy knight armor) may hide a shirt being worn below it to avoid clipping but not the player's torso (skin), as you want skin to remain visible. Previously, if the shirt below the armor was set up to mask the torso layer below it, then hiding the shirt would result in the player appearing to have no torso beneath their armor. The new approach, which only considers visible equipment when building masking rules, should lessen the rate of clipping and avoid the body void issue when mixing sets.

On that note, this new armor set can be combo'd with different underwear if you wish to forgo the leotard.

And So It Continues...

Before I go, one final announcement. I got a cat! These first few weeks have been chaotic, but everything has settled down and she’s will be working as head of morale from here on out. Last months spiral into madness is but a distant memory. Cats really are the best medicine.

If you’re following along on Discord, you might get to see some cat pics. If you're not already there, come and hang out! But that is all I have for you today. Please don't hesitate to ask questions or let me know what you think. Until next time~ 
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Rumi
Public post

Download Arkavite [0.20.0-A]

A new update, fresh from the oven. If you would like to check out the latest log associated with this update, see here for more.

Please note, save files made in older versions are incompatible with this release.


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Rumi
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Questing, Balance, Encumbrance & Interacting


Hi everyone. Apologies for the delay! I am still alive and pushing development along. Today I have a new update for you.


This update introduces the branching dialog framework, which has been applied to our new guild secretary, and the lost adventurer in the aptly named “Lost Adventurer” quest. The secretary has a simple dialog tree allowing them to share some useful tips pertaining to questing and your location. A few have mentioned how they would like to smooch the bunny-eared secretary, and to that I say, I would like to explore this as NPC interactions become more refined. She would be a wonderful vehicle for testing certain interactions.
The new dialog framework has also been applied to items in the environment to make them interactable. Certain objects may greet you with an INSPECT or READ prompt as you approach them. This gives the set pieces some more lore and substance. There are now signs posted outside what is developing into a little guild outpost. These changes should make it harder for newcomers to miss.
Playing around with this “inspect system” myself, I recognize we need some kind of indicator to hover over these set pieces you’re able to interact with. Otherwise, it can be a little hard to know what you’re interacting with in high-clutter environments.
 
Quests
As I’ve been building up across the last few updates, we now have a quest system. Most bases are covered. We have quest tracking, progression, one-time and repeatable quests, quest rewards and deductions (for quests requesting items), and so on. The system is over-engineered on the backend, as I’m accounting for all possible cases to ensure we scale better over time. However, this approach does come with the downside of the current system being slightly temperamental. If you run into any errors for the existing quests, please let me know.
Future additions to the quest system include the ability to select a quest to track and have its objectives pinned to the HUD, objective completion (and uncompletion) notifications, and timed quests.
The current selection of quests are really a means of testing the flexibility of the system, so if they seem a little goofy or short, that is why. Our current roster includes the following:
  • A request for a lot of bread.
  • A request for rare jelly.
  • A slime kill quest.
  • A series of scout quests, which simply involve reaching certain dungeon floors.
  • The lost adventurer quest.
The lost adventurer quest is probably the most interesting one for me personally, as it allowed me to play with writing dialog. I would like to build on this quest more in the future. I think it would be a wonderful testbed for archetypes and dialog stat checks.

Encumbrance & Item Stats
What a horrible day it is to be a loot goblin. Encumbrance has now been turned on. Item costs and weights have now been rebalanced. You can view your current carry capacity by hovering over the displayed weight in your inventory. The player carry capacity is currently sitting at a fixed amount of 200 units. I think I’ve been quite generous, and the default won’t be that high forever. Carry capacity is expected to be based on strength stats long-term.
A couple more notes on items and their values: Gold piles were rebalanced to be somewhat more reasonable in value, and selling key items is no longer allowed.

Final Notes
  • Change: Reduced amount items new characters start with in their inventory.
  • Change: Minor corrections to several items food stats. 
  • Added: Debug pregnancy item to shop, which I am using to test morphs and the progression, but you can mess with it yourself. This build only includes nude morphs.
  • Added: Additional orifice options for Eggyokel.
  • Fixed: Issue where Eggyokel would not appear in the list of selected traits during play.
  • Fixed: Minor corrections to arka crystal naming conventions.

Unfortunately, I was unable to make significant progress on the enemy front, but I will continue to push forward, and try to have less of gap between now and the next build. Things for me have been a little stressful as of late, but we keep on keeping on.

Please let me know what you think about everything we’ve covered today! Do you like the quest interface? Does dialog work well for you? Is there anything you don’t like? Please let me know. I’d love to hear your feedback.
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Rumi
Public post

Project Arkavite [0.19.3-A] - Public Release & Progress Update


The public release is now here! This update introduces the merchant NPC, location titles, audio improvements, prop collision SFX, knockback improvements, a mountain of fixes, and more. If you’d like to check out the latest log associated with this update, you can find it here. If instead you’d like to hop right into the latest release or a quick rundown, you can find a download link and the latest changelog below.

This is a very fix-heavy build, with the latest patches having come out on the 13th and 17th as I kept discovering issues, but we should be a lot more stable now. If you happen to encounter any issues while playing, please be sure to let me know or submit a report on the server.

Other Progress & Upcoming Things

I have also been working on some new enemies. A few of these new enemies, in their early stages, can be found in the test chamber. A branching dialog system and a quest system have been added during development of [0.20.0-A].
[0.20.0-A] Is expected to drop for backers as soon as next week. I am currently adding a few test quests you’ll have a chance to play with and will be using the new guild receptionist NPC as a way to relay some basic information about how the quest system and existing game systems function. You can turn in these early quests to them, and they'll also act as a tutorial NPC.

The sudden implementation of the dialog framework did take me by surprise, but I saw it as necessary to get out of the way now for a more complete-feeling quest loop. The new enemies are still developing; I will need to take some more time to progress things on that end before there’s really anything worth showing off and will do my best to make more progress to that end between now and next week’s release of [0.20.0-A].

But that is all for now. Thanks for reading! I’m excited to hear your feedback on this update, so please don’t hesitate to share your thoughts or report any issues you encounter. Stay tuned for more, and I'll see you soon~

Changes

[0.19.3-A]
  • Fixed: Issue where navigation buttons in player menus were hidden after interacting with station menus (i.e. Quest Board, Bed, Crafting & Cooking Stations).

[0.19.2-A]
  • Fixed: Issue where spawned loot items on the map were not being culled when moving between levels, leading to performance loss.
  • Fixed: Issue where creating Magu race character repeatedly allows you to reach max hearts. Hearts were not reset when creating new characters.
  • Fixed: Issue where starting a new game did not reset currency.
  • Fixed: Issue were some BGM and AMB would cut out if volume settings were lowered to minimum.
  • Fixed: Issue where male player voice did not output any SFX when hurt.
  • Change: Updated player/enemy/combat SFX volume and attenuation. Added attenuation where it was missing and lowered volume where too loud.
  • Change: Audio system C++ conversion and refactor. This upgrade should resolve several outstanding audio issues.
    • Fixed: Issue where BGM doesn't tick while window is unfocused resulting in the next track being delayed or not playing at all.
    • Fixed: Issue when moving between levels BGM does not fade out while the game is paused.
    • Change: Reduced unnecessary dependencies on audio system.
    • Change: Minor UI SFX changes occurred when refactoring the audio system.

[0.19.1-A]
  • Fixed: Issue where falling off the map would not trigger level reload.
  • Fixed: Issue where falling off the map when dead would result in the player cursor being hidden in the death screen. The load transition temporarily obstructs the view of the death screen, so rather than unloading the level, time will now stop.
  • Fixed: Issue where falling into the shop's sell hole would trigger a crash as a result of invalid collision settings triggering player deletion.
  • Fixed: Issue where player could climb merchant interaction collider
  • Fixed: Issues with merchant desk collision and mantling. It is no longer possible to mantle over the merchant desks or desk props.
  • Fixed: Issue where entity widgets (target markers, damage numbers, health bars) could be climbed on when approaching entities from the right height and angle, thus resulting in the appearance of the player seemingly climbing over nothing.
  • Fixed: Issue where rolling boulders would not trigger player damage as a result of player hitbox changes. Boulder damage and ragdolling have been reworked. Boulders will now knockback and ragdoll a player on hit once the boulder is above a certain velocity.
  • Added: Boulder attack SFX.
  • Added: Boulder impact collision SFX.
  • Fixed: Issue where target indicator would not appear above turrets.
  • Fixed: Issue where enemy HP bars were off-center.
  • Fixed: Issue where equipping a spell would destroy currently held guns.
  • Change: Variable damage added to prototype gun.
  • Change: Prototype gun rounds improved collision detection.
  • Added: Prototype gun to shop.
  • Change: Shop/Craft item search will now match based on item category and type as well as display name.
  • Change: Made a few item cost changes. Nothing major. A proper rebalance is coming soon.
  • Fixed: Issue where some items would not be deducted from the inventory upon dropping them. Most notably, metal bars, wheat, and rice. Issue caused by old droppable item categorization being too specific. Now all items marked as droppable can be dropped.
  • Fixed: Issue where BGM playlist kept switching between tracks without playing them through (while on the sky islands level) and kept switching between day and night tracks regardless of the time of day.
  • Fixed: Issue where the BGM (Background Music) playlist would not trigger the next track after the current track had finished, while the game was paused.
  • Change: Improved BGM volume balance for new audio.
  • Change: Improved transition between BGM tracks for new audio. Crossfade has been tightened to make the BGM loop better.
  • Fixed: Incorrect BGM titles.
  • Change: Reduced player post-hit i-frames (invulnerability frames) from 1 second to 0.25. This makes enemy attacks feel a little more impactful (especially when the player is being ganged up on), and turrets, which fire a volley of shots in quick succession, function better. Up till now, a lot of attacks would phase through the player.
  • Added: Inventory equipment usage SFX based on item type.
  • Added: Slime attack SFX.
  • Added: DebugHeart item to the shop. This item allows the user to increase their current number of hearts.
  • Added: Prop collision SFX for items.
  • Change: Removed many of the items cluttering the player inventory as they are now easily accessible via the shop. Item quantities have been adjusted.
  • Fixed: Issue where empty bottles would phase through terrain when dropped.

[0.19.0-A]
  • Fixed: Issue - Sprinting While Crouched Or Ragdolling Consumes Stamina But Does Not End Crouch/Ragdoll
  • Fixed: Issue where loincloth underwear failed to mask peen.
  • Fixed: Issue where chestwrap would mask peen instead of loincloth underwear.
  • Fixed: Issue where slimes fail to rotate-to-face on hit
  • Changed: Enemy line of sight check
  • Fixed: Coins physics simulation
  • Added: UI based shop system for buying items
  • Added: A shop NPC you can purchase goods from and sell goods to.
  • Added: Bronze bar item
  • Change: Craft / Shop item search now only matches on display name due to issues with false positives in item description match
  • Added: Location Title now displays upon loading into a new area
  • Added: Dungeon floor number now displays each time you descend to the next floor
  • Added: Placeholder quest board UI route
  • Fixed: Issue where inventory could be triggered while quest board or shop were on screen
  • Change: Ambient music now plays while paused and in menus
  • Added: New BGM playlists for day and night. Playlists are shuffled every day cycle.
  • Fixed: Issues with player slot (inventory / equip) data duplication
  • Fixed: Changes made to how player items (inventory / equip) are loaded from save data. An inventory cleanup pass will now be triggered on load, to remove any items with defunct IDs, and update item data for remaining items. This is all to ensure when loading saves from previous builds, icons, descriptions, values, and any other properties which may have changed between versions, are updated.
  • Fixed issue where the frame rate limit setting was not saving or updating
  • Change: Updated font used on rift gates


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